EventsAsklar/Prof. Longfellow runs down the hall and into the Furnace Room (D,3) and takes over from Vivian. With practiced ease that belies a lifetime of pressing his own ammunition, the professor melts the scrap silver and packs gunpowder into casings, finally producing enough silver bullets to last the entire night. Now if only he had something to shoot them with.The noxious atmosphere of the Furnace Room gets to him, making him hack and cough, and he takes 1 physical damage.

caekdaemon/Vivan Lopez hasn't allocated her point of physical damage so I did it for her. In addition, because the Silver Bullets have already been created, she doesn't bother and simply runs back along the way the professor came, emerging out of the Secret Staircase in the Organ Room (Ground Floor B,3) to find the Werewolf staring her down. This may end badly.

Amazigh/Jenny LeClerc continues on her quest to put as much distance between herself and the Werewolf as possible and moves upward, finding the Gymnasium (D,1), where she finds an Omen.Madman: A raving, frothing madman.Gain 2 Might and lose 1 Sanity now.Lose 2 Might and gain 1 Sanity if you lose custody of the Madman.While she's there, Jenny decides to work out a bit and gains 1 Speed.

Miggles/Darrin "Flash" Williams once again feels the invigorating power of the full moon and gains 1 Might and 1 Speed. He smells the scent of silver and charges after it, lunging past the fear-stricken form of Vivian, and jumps atop Prof. Longfellow in the Furnace Room (Basement D,3), howling.Combat attacking, Flash: 7d3-7: 1,2,1,1,3,2,1 (-7); 4Combat defending, Prof. Longfellow: 3d3-3: 1,2,1 (-3); 1Prof. Longfellow takes 3 points of physical damage as Flash rips and tears. Prof. Longfellow has been bitten, he may turn into a Werewolf!

Dog labors along after his master, pushing past the still shaking Vivian, but cannot get farther than the Dusty Hallway before exhausting itself.

Important BitsAttic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).Catacombs: You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.Chapel: Once per game, if you end your turn here, gain 1 sanity.Collapsed Room: You must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it in play. You fall there and take 1 die of physical damage.Furnace Room: If you end your turn here, take 1 point of physical damage.Gymnasium: Once per game, if you end your turn here, gain 1 speed.

House StateUpper Floor

Ground Floor

Basement

Current Player InformationHaunt has been revealed! See PM for your rules.

>Allocate 2 damage points on each physical attribute. Run towards dusty hallway and climb up the secret stairways.

Not sure if I have enough speed to do this though.

Sun Jun 08, 2014 11:14 pm

Miggles

Data Realms Elite

Joined: Mon Jul 12, 2010 5:39 amPosts: 4556

Re: Betrayal at House on the Hill #2: 2spooky

Move the dog back up the stairs and have it attack Prof. Longfellow. Follow Vivan and attack her.

Mon Jun 09, 2014 8:26 am

Amazigh

Data Realms Elite

Joined: Sun Feb 24, 2008 2:10 amPosts: 1425Location: Ye Olde England

Re: Betrayal at House on the Hill #2: 2spooky

Head to C1

Mon Jun 09, 2014 10:53 pm

Duh102

happy carebear mom

Joined: Tue Mar 04, 2008 1:40 amPosts: 7092Location: b8bbd5

Re: Betrayal at House on the Hill #2: 2spooky

Turn OrderAsklar, caekdaemon, Amazigh, Miggles, Miggles' Monsters

EventsAsklar/Prof. Longfellow feels the moon's gaze full upon him, sapping his sanity.Werewolf resistance roll, Sanity: 4d3-4: 1,3,1,3 (-4); 4Prof. Longfellow barely manages to resist the siren call of the moon and attempts to run out of the room where the Werewolf is. Unfortuantely, in his weakened state he can only manage stumble into the Dusty Hallway (B,3), where the Dog lies in wait.

caekdaemon/Vivan Lopez runs as far away from the Dog and the Werewolf as possible, stumbling up the Grand Staircase only to collapse, exhausted, on the Upper Landing (Upper Floor C,1).

Amazigh/Jenny LeClerc continues on her quest to discover the rest of the house while ♥♥♥♥'s going down and finds the Game Room, where an event happens:Image in the Mirror: If you don't have any item cards, this event affects the next explorer to your left with an item card. Discard this card if no explorer has an item card.There is an old mirror in this room. Your frightened reflection moves on its own. You realize it is you from another time. You need to help your reflection, so you write on the mirror: THIS WILL HELPYou then hand an item through the mirror.Choose one of your item cards (not an omen card) and put it in the item stack. Then shuffle that stack. Gain 1 Knowledge.Jenny passes through the Smelling Salts (because her other item is way more useful) and smiles to herself, magically gaining another Knowledge for the sacrifice.

Miggles/Darrin "Flash" Williams feels the moon's rays on his back but his muscles cannot get any bigger without bursting. He scampers back past the fleeing Prof. Longfellow and charges up the stairs after Vivian. Unfortunately for Vivian, he is far faster than anything human and catches up to her almost instantly, pouncing with a bloodcurdling howl.Combat attacking, Flash: 7d3-7: 1,1,1,3,2,3,2 (-7); 6Combat defending, Vivian: 2d2-2: 1,3 (-2); 2Flash savages Vivian, slashing and beating her within an inch of her life (or maybe less). Vivian has been bitten, she may turn into a Werewolf!

Dog doesn't bother moving, merely attacks Prof. Longfellow.Combat attacking, Dog: 4d3-4: 3,3,1,3 (-4); 6Combat defending, Prof. Longfellow: 2 (-1); 1The Dog finishes off Prof. Longfellow with ease, the geriatric man already suffering from multiple horrendous wounds at the hands of Flash. As he succumbs to the cold embrace of death, he feels the madness the Werewolf's bite infected him with fade as well, the Dog's final bite on his neck providing him one small gift.Prof. Longfellow has died.

Important BitsAttic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).Catacombs: You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.Chapel: Once per game, if you end your turn here, gain 1 sanity.Collapsed Room: You must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it in play. You fall there and take 1 die of physical damage.Furnace Room: If you end your turn here, take 1 point of physical damage.Gymnasium: Once per game, if you end your turn here, gain 1 speed.

House StateUpper Floor

Ground Floor

Basement

Current Player InformationHaunt has been revealed! See PM for your rules.

Werewolf was pretty much perfect for Miggles' character, no wonder why we are probably gonna lose.

Still, it was fun!

Wed Jun 11, 2014 4:35 pm

Miggles

Data Realms Elite

Joined: Mon Jul 12, 2010 5:39 amPosts: 4556

Re: Betrayal at House on the Hill #2: 2spooky

Flash "Aaa-aaa" Gordon will forever be the best character.

Wed Jun 11, 2014 4:51 pm

Duh102

happy carebear mom

Joined: Tue Mar 04, 2008 1:40 amPosts: 7092Location: b8bbd5

Re: Betrayal at House on the Hill #2: 2spooky

Turn Ordercaekdaemon, Amazigh, Miggles, Miggles' Monsters

Eventscaekdaemon/Vivan Lopez feels the maddening power of the moon upon her.Sanity: 6d3-6: 2,3,2,1,2,3 (-6); 7Vivan easily resists the cajoling power, then forces her barely functioning body into the Attic (C,0) and scratches at the closet door, hoping that the revolver is in it.Closet door: 2d3-2: 2,1 (-2); 1Her fumbling fingers manage to open the door, but nothing is inside, not even dust. However, an event happens:A Moment of Hope: Something feels strangely right about this room. Something is resisting the evil of the house.Place the Blessing token in this room.Each hero rolls 1 additional die (maximum of 8 dice) on all trait rolls while in this room.A glimmer of hope shines for Vivian, though the situation looks incredibly grim.

Amazigh/Jenny LeClerc doesn't take chances and continues on her way, finding the Larder (C,2), where she picks up an item.Sacrificial Dagger WEAPON: A twisted shard of iron covered in mysterious symbols and stained with blood.When making a Might attack with this weapon, you roll 3 extra dice (maximum of 8 dice), but you must make a Knowledge roll first:6+ No effect.3-5 Lose 1 from a mental trait.0-2 The dagger twists in your hand! Take 2 dice of physical damage. You can't attack this turn.You can't use another weapon while you're using this one.Lucky find! Sadly it can't be used to defend yourself, only attack. Also lucky for Jenny, ending her turn in the Larder lets her get a snack, boosting her Might (+1).

Miggles/Darrin "Flash" Williams wastes no time, stalking into the Attic (C,0) and finishing off Vivian.Combat attacking, Flash: 7d3-7: 1,2,3,1,3,2,2 (-7); 7Combat defending, Vivian (blessing bonus +1): 3d3-3: 1,2,3 (-3); 3Flash quickly tears out her throat and watches Vivian succumb. With her few remaining breaths she attempts to comfort the fearstriken Girl, patting her nicely on the wrist while she coughs blood out of her ruined throat. Finally, she falls back onto the cluttered rafters, quite dead. Flash watches the events transpire with bored disinterest, blood dripping from his fangs.

Dog smells Jenny and runs after the scent, easily finding its way through the now-open Larder (C,2) and attacking her.Combat attacking, Dog: 4d3-4: 3,1,3,3 (-4); 6Combat defending, Jenny: 5d3-5: 1,3,3,1,3 (-5); 6Jenny and the Dog fight to a standstill, neither one able to injure the other. Pretty boring fight, really.

Important BitsAttic: When exiting, you must attempt a speed roll of 3+. If you fail, lose 1 might (but continue moving).Catacombs: You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.Chapel: Once per game, if you end your turn here, gain 1 sanity.Collapsed Room: You must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it in play. You fall there and take 1 die of physical damage.Furnace Room: If you end your turn here, take 1 point of physical damage.Gymnasium: Once per game, if you end your turn here, gain 1 speed.Larder: Once per game, if you end your turn here, gain 1 might.

House StateUpper Floor

Ground Floor

Basement

Current Player InformationHaunt has been revealed! See PM for your rules.

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